You can create units equipped with staffs that can shoot fire or ice damage. There are also bows that have some magical properties like the Ignys bow. And there are armor items, like the Monk Robe, that are better suited for such units than plate armor. In 0.86 you cannot create units with special abilities, other than units with shields having the Defend ability.
Heavenfall
Hero differentiation I think is one of those areas where you can just keep improving it forever, it can only get better the more you work at it. But you also do not want it to become too complex, because it makes the RPG part of the game overshadow the 4X part. The balance between different things is as important as the parts themselves. One thing that is bad about it, is that in 0.86 most heroes are "blank slates", their only real defining characteristics are what spel
There's not that many lairs around, I think it would be neat to have them around after. Give some character to the conquered land. No need to leave treasure chests, but a fortress or a rock formation might stay.
Yes, that is what they said.
1) Sweet. 2) Please let that be moddable. =)
Second the request for subtitles for tutorials and other stuff where only a voice speaks (except effects). For us non-english speakers it can be difficult to keep up or understand sometimes.
Yeah, it actually is a mount that has to be equipped at all times. But instead of a full human riding a full horse, it's half a human riding half a horse. The whole 3d thing can be quite difficult to grasp. Static weapons is probably the easiest place to start if you want to try your hands at 3d stuff. Falcon punch? Maybe, good idea for an assassin ability anyway. Sounds like a great gnome ability - nutsmash - deals X damage against humanoid males.
Yeah, please keep posting about issues you have. SD will sort it through.
[quote who="jshores" reply="129" id="3119954"] Would it be possible to handle greaves the way Shadowbane handled it for centaurs? The greaves basically just went on the front legs: http://www.voig.com/voig/ContentList/DigitalAssetLibrary/AssetLibrary/ImageryLibrary/2007/Aug/21/ShadowbaneCentaur.Fullscreen?aLanguage=en-us&aAssetType=Screenshot [/quote] Unfortunately, applying objects that way doesn't
That probably matters. Do you see the same issue if you run a random map from the game?
It's not dungeon keeper, it's dungeon master. And it very much reminds me of those types of games.
I have no ideas, if you reinstalled the entire game I can't imagine why you'd be missing stuff. If you just want to add one or two techs to it, that is much easier btw. Just create the tech defs (see Techs_Amarian.xml) in a mod file, and then create a new tech tree ( see TechTree_Amarian.xml) and then apply it to the right raceconfigs (see TechTree_Amarian in CoreRaceConfigs.xml) As long as you change nothing in the installation di
0.86 does not collect the information from the right unittypes. A frost giant may end up with altarian statistics. It wouldn't matter much in vanilla, but here there are background stats, such as what race you belong to and what gender you select and so on. Also, for drota and centaurs you need to edit in the horse/spider base. It can be done automatically for unit designs, but not for sovereign designs.
0.2.1 fixes it
By lore I mean my own lore. I make the mod, I make the lore. [e digicons]:)[/e] Yes, there are advantages because some units will be extra strong against males and females.
All great ideas, those are the sort of things I'll be adding long-term to each faction.
Maybe, I'll try it. Centaurs are male only, for a couple of reasons. First, they're misogynists by lore. Second, it's actually a racial flaw that you can't design female units (although not much is in use yet, but you can imagine a faction of Amazons that devastate males in combat). Third, the Kingdoms need a Male-only faction (Greenskin are Male only for the Empires) (this is a balance thing). And fourth, the female model is too different from the male one, it doesn&#
Uploaded 0.2 - Drota trait "hunter" was available for everyone for free. It is now for Drota only, for 25 extra production - Golem faction ability "Ordered minds" no longer gives -15% unrest in every city (was overpowered). It still reduces the effect of unrest on research by 50% - Fixed Goblin heads being invisible - Added centaur faction - Unit designs now come stock with pre-selected appropriate faction traits. This also means that the AI will now utilize
[quote who="jshores" reply="125" id="3119830"] You're my hero. BTW, will these centaurs change dynamically as you switch gear? Or is the gear static?[/quote] Like the drota, everything is dynamic except cloaks, greaves and boots (those have no visuals). There's an update coming in an hour or two with the Centaurs added, also a bunch of fun stuff.
Suggest you re-install the game, then try localdataonly again. I think you must have messed up some files. It is possible to completely replace the tech tree without localdataonly, but doing so requires a fairly large mod and I would not recommend going down that path.
Uploaded 0.1.1, the sovereigns were missing their 30 hitpoint bonus.
Uploaded 0.1 for a little fun until beta 3. See main post for download link
Thank you for not skimping out on faction differentiation. Even back in E:wom you guys kept saying you'd not do it in FE, you'd save it for the "next" game. This is probably the best area to put resources in at this point.
I really want 1-tile cities, but they have to look good (see seanw3's pic). I also want the city screen to show surrounding terrain around the city. If there's a river in the background, it should be on the screen. My thoughts are this: the current city system looks amazing, it feels just right to see your city snake across the landscape. But the proportion is wack. If you're building a great civilization, you'll end up with more l
From the video and screenshot, the limit isn't actually 1 tile, it is 1.5. There is a 4-subtile building that looks like a dark tower that is built on the outer edge of the limit.